#version 320 es
#ifdef GL_ES
	precision highp float;
#endif
in vec2 iVertex;
out float z;
uniform float uY;

uniform mat4 uMVP;

void main()
{
	z = iVertex.y;
	gl_Position =  uMVP * vec4(iVertex.x, uY, iVertex.y, 1.0);
}